From: | Shannon@*****.co.za (Shannon Buys) |
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Subject: | K.I.S.S. in your Shadowrun game. |
Date: | Thu, 6 Mar 2003 11:16:26 +0200 |
I'm talking about the concept. Keep It Simple Stupid. Shadowrun rules are
complex at best in most cases. Even though most dedicated SR players seem
to have a love hate relationship with the standard SR rules, very few would
even consider moving to a "No Brain Required" generic *cough*D20*cough*
system.
Right, so how do we make things easier on ourselves rules-wise in the game.
Especially GM's who generally have to know ALL the rules, including the
nigly little special rule that applies to your character only, that you dug
out of an abandoned copy of Shadowbeat, 3 years ago.
Suggestion 1) Concentrate on the rules in the main book first. Don't move
on to the advanced rules in the sourcebooks untill you and your players
understand the main book.
Suggestion 2) Write out the steps you'd take to do things. E.g. Decking
into a system, combat etc.
Suggestion 3) Have a few pre-generated; Hosts, Gangs, Mages, HTR teams that
you can re-use.
This brings me to a new project I thought of. As soon as I get done with
preparing for both my games, writing my piece of the first part of "The
professionals guide to Shadowrunning" and finnishing Plastic Rat's guide to
Combat Tactics.
Right, the new project... G.E.H.K.s Give 'Em Hell Kits. A Matrix GEHK
might contain a bunch of pregenerated hosts, a list of the main types of IC
and how they're used. A few pre-gened badguy deckers with the tactics they
might use etc.
Basically in a few pages, all the simple stuff you need to challenge your
decker without having to look up great swathes of info, while still keeping
the rest of the savages entertained.
Comments/suggestions/flames?